| Commit message (Collapse) | Author | Age | Files | Lines |
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Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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The first thing to go in this new library is brw_device_info.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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At this point, blorp is completely driver agnostic and can be safely moved
into its own folder. Soon, we hope to start using it for doing blits in
the Vulkan driver.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Now that we're using genxml for everything, we no longer need the
hand-rolled state emit helpers.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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At the moment, it's only used for gen6 but that will change soon. We use
the genX prefix for recompiled things in the Vulkan driver. It isn't
great, but it seems to have worked ok.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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We're about to start replacing blorp state setup code with packing structs
and we want to feel free to delete files as we go.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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More than half of the stuff in intel_reg.h had nothing whatsoever to do
with registers and really belongs in brw_defines.h anyway.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Fixes several GL44-CTS.tessellation_shader (and GL45 and ES31) subcases:
- vertex_spacing
- tessellation_shader_point_mode.points_verification
- tessellation_shader_quads_tessellation.inner_tessellation_level_rounding
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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This mega-commit pulls most of the i965-specific bits of blorp into the
brw_blorp.c/h files which now contain nothing but i965 wrappers around
"core blorp" calls. The "core blorp" api is moved into blorp.h and the
internal blorp data structures are moved into blorp_priv.h. The new file
blorp.c is created to house "core blorp" internals which are pulled from
the old brw_blorp.c
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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We can do this in NIR now. No need to keep a GLSL pass lying around for
it.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Cc: "12.0" <mesa-dev@lists.freedesktop.org>
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The only useful thing left was gen6_init_vtable_surface_functions which we
can easily put in brw_wm_surface_state.c.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Chad Versace <chad.versace@intel.com>
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brw_tex.c is a tiny file containing a single function. It's closely
tied to the validation logic in intel_tex_validate.c, so it makes sense
to put both in the same file.
While we're at it, update the function to our modern style.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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We add a lowering pass for nir intrinsics. This pass can replace nir
intrinsics with driver specific nir lower code.
We lower the gl_LocalInvocationIndex intrinsic based on a uniform
which is loaded with a thread specific ID.
We also lower the gl_LocalInvocationID based on
gl_LocalInvocationIndex.
v2:
* Create variable during lowering pass. (Ken)
v3:
* Don't create a variable, but instead just insert an intrisic call
to load a uniform from the allocated location. (Jason)
v4:
* Don't run this pass if thread_local_id_index < 0
Cc: "12.0" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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This gets it out of i965_compiler.la
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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With this, we can delete the surface format table in brw_surface_formats.c
because all of the information we need is now in ISL.
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We're about to start calling it directly, and this means the callers
won't have to think about generations.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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We used to use a meta path on gen8 but we haven't since c7cf17ae758. We
might as well delete the meta path since blorp works on all gens.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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We used to use a meta path because blorp didn't support 16x MSAA. Now it
does, so we don't need the meta paths anymore.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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We used to use a meta path because blorp didn't support 16x MSAA. Now it
does, so we don't need the meta paths anymore.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
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Since it no longer handles conversions from double to float but from
double to various other 32-bit types.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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We need to do this late, in order to avoid partial writes during the
optimization loop.
v2: Use subscript() instead of stride().
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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v2: Use subscript() instead of stride() (Curro)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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My old implementation accumulated <start, end> pairs in a buffer,
and eventually processed that data on the CPU. This meant flushing
the batchbuffer and waiting for it to completely execute before we
could map it, resulting in really long stalls. We could also run out
of space in the buffer, and have to do this early.
Instead, we can use Haswell's MI_MATH command to do the (end - start)
subtraction, as well as the multiplication by 2 or 3 to convert from
the number of primitives written to the number of vertices written.
We still need to CS stall to read the counters, but otherwise everything
is completely pipelined - there's no CPU<->GPU synchronization required.
It also uses only 80 bytes in the buffer, no matter what.
Improves performance in Manhattan on Skylake GT3e at 800x600 by
6.1086% +/- 0.954166% (n=9). At 1920x1080, improves performance
by 2.82103% +/- 0.148596% (n=84).
v2: Fix number of primitives -> number of vertices calculation for
GL_TRIANGLES (I was multiplying by 4 instead of 3.) Caught by
Jordan Justen.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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v2:
* Declare loop index variable at loop site (idr)
* Make arrays of MI_MATH instructions 'static const' (idr)
* Remove commented debug code (idr)
* Updated comment in set_query_availability (Ken)
* Replace switch with if/else in hsw_result_to_gpr0 (Ken)
* Only divide GL_FRAGMENT_SHADER_INVOCATIONS_ARB by 4 on
hsw and gen8 (Ken)
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Commit bfd17c76c126 ("i965: Port INTEL_PRECISE_TRIG=1 to NIR.") added a
generated file brw_nir_trig_workarounds.c which broke the Android build.
Add the necessary makefiles to the Android build.
Cc: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Rob Herring <robh@kernel.org>
Tested-by: Chih-Wei Huang <cwhuang@linux.org.tw>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
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This partially reverts 2f28a0dc23165123cf1e8b5942acad37878edd8a
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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v2 (Ken): Drop GEN8_RASTER_FRONT_WINDING_CCW in raster state
Add emission of pma stall.
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This makes the extra multiply visible to NIR's algebraic optimizations
(for constant reassociation) as well as constant folding. This means
that when the result of sin/cos are multiplied by an constant, we can
eliminate the extra multiply altogether, reducing the cost of the
workaround.
It also means we only have to implement it one place, rather than in
both backends.
This makes INTEL_PRECISE_TRIG=1 cost nothing on GPUTest/Volplosion,
which has a ton of sin() calls, but always multiplies them by an
immediate constant. The extra multiply gets folded away.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eduardo Lima Mitev <elima@igalia.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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By default, we call back the driver's hook fallback function that has generic
implementations for the all the queries.
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Every stage has a corresponding 3DSTATE_CONSTANT_XS packet, so having
the code to create and emit push constant buffers in genX_vs_state.c
is a little strange. Moving it to a separate file seems more logical.
v2 [Ken]: Rebase on master, explain motivation in the commit message.
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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This patch re-implements the pre-Haswell VS attribute workarounds.
Instead of emitting shader code in the vec4 backend, we now simply
call a NIR pass to emit the necessary code.
This simplifies the vec4 backend. Beyond deleting code, it removes
the primary use of ATTR as a destination. It also eliminates the
requirement that the vec4 VS backend express the ATTR file in terms
of VERT_ATTRIB_* locations, giving us a bit more flexibility.
This approach is a little different: rather than munging the attributes
at the top, we emit code to fix them up when they're accessed. However,
we run the optimizer afterwards, so CSE should eliminate the redundant
math. It may even be able to fuse it with other calculations based on
the input value.
shader-db does not handle non-default NOS settings, so I have no
statistics about this patch.
Note that the scalar backend does not implement VS attribute
workarounds, as they are unnecessary on hardware which allows SIMD8 VS.
v2: Do one multiply for FIXED rescaling and select components from
either the original or scaled copy, rather than multiplying each
component separately (suggested by Matt Turner).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
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A future patch will want to use designated initalizers, which aren't
available in C++, but this is C.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
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The scope of libi965_compiler.la is to be able to take nir shaders and
generate i965 EU code. As such, we don't want the GLSL IR lowering
passes in the library. With this change, libi965_compiler.la no longer
needs to link to libglsl.la.
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This can be used on Broadwell by setting INTEL_SCALAR_TES=0.
More importantly, it will be used for Ivybridge and Haswell.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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The TCS is the first tessellation shader stage, and the most
complicated. It has access to each of the control points in the input
patch, and computes a new output patch. There is one logical invocation
per output control point; all invocations run in parallel, and can
communicate by reading and writing output variables.
One of the main responsibilities of the TCS is to write the special
gl_TessLevelOuter[] and gl_TessLevelInner[] output variables which
control how much new geometry the hardware tessellation engine will
produce. Otherwise, it simply writes outputs that are passed along
to the TES.
We run in SIMD4x2 mode, handling two logical invocations per EU thread.
The hardware doesn't properly manage the dispatch mask for us; it always
initializes it to 0xFF. We wrap the whole program in an IF..ENDIF block
to handle an odd number of invocations, essentially falling back to
SIMD4x1 on the last thread.
v2: Update comments (requested by Jordan Justen).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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The TES is essentially a post-tessellator VS, which has access to the
entire TCS output patch, and a special gl_TessCoord input. Otherwise,
they're very straightforward.
This patch implements SIMD8 tessellation evaluation shaders for Gen8+.
The tessellator can generate a lot of geometry, so operating in SIMD8
mode (8 vertices per thread) is more efficient than SIMD4x2 mode (only
2 vertices per thread). I have another patch which implements SIMD4x2
mode for older hardware (or via an environment variable override).
We currently handle all inputs via the pull model.
v2: Improve comments (suggested by Jordan Justen).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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This is brw_gs_surface_state.c copy and pasted twice with search and
replace.
brw_binding_table.c code is similarly copy and pasted.
v2: Drop dword_pitch related fields.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Jason Ekstrand <jason.ekstrand@intel.com>
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It should be possible to use additional L3 configurations other than
the ones listed in the tables of validated allocations ("BSpec »
3D-Media-GPGPU Engine » L3 Cache and URB [IVB+] » L3 Cache and URB [*]
» L3 Allocation and Programming"), but it seems sensible for now to
hard-code the tables in order to stick to the hardware docs. Instead
of setting up the arbitrary L3 partitioning given as input, the
closest validated L3 configuration will be looked up in these tables
and used to program the hardware.
The included tables should work for Gen7-9. Note that the quantities
are specified in ways rather than in KB, this is because the L3
control registers expect the value in ways, and because by doing that
we can re-use a single table for all GT variants of the same
generation (and in the case of IVB/HSW and CHV/SKL across different
generations) which generally have different L3 way sizes but allow the
same combinations of way allocations.
v2: Use slice count from the devinfo structure instead of the gt
number to implement get_l3_way_size().
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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For now, this just splits the existing code to disable these stages into
separate atoms/files. We can then replace it with real code.
v2: Bump the render atoms in this patch so it compiles (in my branch,
I'd bumped it in an earlier patch). 61 seems to be the minimum
that works, which doesn't match the old value + the number of atoms
I added in this patch, so apparently we had some slop before.
v3: Actually disable the DS unit on Gen8+.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net> [v1]
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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